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NO_REST
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NO_REST.TXT
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1994-08-15
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3KB
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69 lines
================================================================
Title : "No Rest For The Wicked"
Filename : no_rest.WAD
Author : Boomer T
Email Address : comments to stowejm@jccw22.cc.sunyjcc.edu
: (a friend's account - so no hate mail!)
Misc. Author Info : Just an average Joe working the nightshift,
doing things that this computer was never intended
to be used for!
Description : Seems that the R and R facility on Deimos has
been overrun by those nasty critters from Hell.
Your mission is simple: if it moves, kill it!
Additional Credits to : To my good friend and confidant, Jim Stowe,
who first introduced me to DOOM and then to
the various editors when the game became boring
on the third time through.
================================================================
* Play Information *
Episode and Level # : E2M1
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : 1
* Construction *
Base : New level from scratch
Editor(s) used : DEU 5.21 BSP 1.0
Known Bugs : We're having a few problems with the Gypsy Moths
outside the shop, but other than that, none. Thanks
for asking.
* Copyright / Permissions *
Authors may NOT use this level as a base to build additional
levels.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
* Where to get this WAD *
FTP sites: infant2.sphs.indiana.edu
BBS numbers:
Other: Upon reading the Tutor text that came with DEU, I
came upon the statement that it was impossible to align the textures
above, beneath and around windows. NONSENSE! say I. It's actually
quite easy. After inserting vertices along the linedefs, but BEFORE
amassing them into a sector, align the textures (x offset) via the F8 key.
Then go ahead and make your window. Unpeg the upper and lower textures and
viola! A note of caution: If your room is of an odd height, make sure that
y offset is adjusted for all of the textures in that room. (Not bad for
a thirty-two year-old Research and Development Technician, huh? But, then
again, you probably knew all this already).